1561 lines
40 KiB
C++
1561 lines
40 KiB
C++
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#include "gamecode.h"
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#include "main_code.h"
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const int CONST_LEVELSTATE_STANDBY = 0;
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const int CONST_LEVELSTATE_PLAYING = 1;
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const int CONST_LEVELSTATE_GO_TO_PAUSE = 2;
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const int CONST_LEVELSTATE_PAUSE = 3;
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const int CONST_LEVELSTATE_LOADING = 4;
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const int CONST_LEVELSTATE_NODRAW = 5;
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const int CONST_LEVELSTATE_FINISH_FREEZE = 6;
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const int CONST_LEVELSTATE_FINISHED = 7;
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const float CONST_TIMER_LOADING = 150.f;
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const float CONST_PAUSE_APPEAR_TIME = 150.f;
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const float CONST_FINISH_FREEZE_TIME = 1000.f;
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const float CONST_FINISHING_TIME = 250.f;
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const float CONST_BALL_VELOCITY = 200.f;
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const vec2 CONST_SLIDE_UP_POS(240.f, 64.f);
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const vec2 CONST_TAP_TO_CONTINUE_POS(240.f, 200.f);
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bool operator<(const PairColorTexture& p1, const PairColorTexture& p2)
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{
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if (p1.second == p2.second)
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{
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if (p1.first.v[0] == p2.first.v[0])
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{
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if (p1.first.v[1] == p2.first.v[1])
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{
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if (p1.first.v[2] == p2.first.v[2])
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{
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return p1.first.v[3] < p2.first.v[3];
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}
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else
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{
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return p1.first.v[2] < p2.first.v[2];
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}
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}
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else
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{
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return p1.first.v[1] < p2.first.v[1];
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}
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}
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else
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{
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return p1.first.v[0] < p2.first.v[0];
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}
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}
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return (p1.second < p2.second);
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}
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TBrick::TBrick()
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: State(CONST_BRICKSTATE_VISIBLE)
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, StateTimer(0.f)
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, Color(vec4(0.f, 0.f, 0.f, 1.f))
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, Locked(0)
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, InitialLocked(0)
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{
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}
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void TBrick::SetVisible(vec4 color, int locked)
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{
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State = CONST_BRICKSTATE_VISIBLE;
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Color = color;
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InitialLocked = locked;
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Locked = InitialLocked;
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}
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void TBrick::SetInvisible()
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{
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State = CONST_BRICKSTATE_INVISIBLE;
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}
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void TBrick::TryDrawAppear(int ipos, int jpos)
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{
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vec2 centerPos = GetPosFrom(ipos, jpos);
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vec2 blockHalfSize = vec2(0.5f*CONST_BRICK_WIDTH, 0.5f*CONST_BRICK_HEIGHT);
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std::string texName;
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if (Locked == 2)
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{
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texName = CONST_BLOCK_TEXTURE3;
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}
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else if (Locked == 1)
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{
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texName = CONST_BLOCK_TEXTURE2;
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}
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else
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{
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texName = CONST_BLOCK_TEXTURE1;
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}
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if (State == CONST_BRICKSTATE_DISAPPEAR)
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{
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RenderUniform1f("Transparency", StateTimer/CONST_BRICK_DISAPPEAR_TIME);
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RenderUniform4fv("BrickColor", Color.v);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[texName]);
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Renderer->DrawRect(centerPos - blockHalfSize, centerPos + blockHalfSize);
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}
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else if (State == CONST_BRICKSTATE_APPEAR)
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{
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RenderUniform1f("Transparency", 1.f - StateTimer/CONST_BRICK_APPEAR_TIME);
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RenderUniform4fv("BrickColor", Color.v);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[texName]);
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Renderer->DrawRect(centerPos - blockHalfSize, centerPos + blockHalfSize);
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}
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}
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void TBrick::Update(cardinal dt)
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{
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if (State == CONST_BRICKSTATE_DISAPPEAR)
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{
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StateTimer -= dt;
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if (StateTimer < 0.f)
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{
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StateTimer = 0.f;
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State = CONST_BRICKSTATE_INVISIBLE;
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}
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}
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if (State == CONST_BRICKSTATE_APPEAR)
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{
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StateTimer -= dt;
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if (StateTimer < 0.f)
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{
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StateTimer = 0.f;
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State = CONST_BRICKSTATE_VISIBLE;
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}
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}
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}
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vec4 TBrick::GetColor()
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{
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return Color;
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}
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vec2 TBrick::GetPosFrom(int ipos, int jpos)
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{
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const vec2 BorderShift(CONST_BRICK_SHIFT_X, CONST_BRICK_SHIFT_Y);
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return BorderShift+vec2(CONST_BRICK_WIDTH*ipos + 0.5f*CONST_BRICK_WIDTH, 320.f - CONST_BRICK_HEIGHT*(jpos)-0.5f*CONST_BRICK_HEIGHT);
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}
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void TBrick::Disappear()
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{
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StateTimer = CONST_BRICK_DISAPPEAR_TIME;
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State = CONST_BRICKSTATE_DISAPPEAR;
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}
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void TBrick::Hit()
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{
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if (Locked == 0)
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{
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Disappear();
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}
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else
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{
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Locked--;
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}
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}
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void TBrick::Appear(vec4 color, int locked)
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{
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StateTimer = CONST_BRICK_APPEAR_TIME;
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State = CONST_BRICKSTATE_APPEAR;
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Color = color;
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InitialLocked = locked;
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Locked = InitialLocked;
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}
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void TBrick::Appear()
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{
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Appear(Color, InitialLocked);
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}
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int TBrick::GetLocked()
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{
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return Locked;
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}
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bool TBrick::CanReact()
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{
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return (State == CONST_BRICKSTATE_VISIBLE) || (State == CONST_BRICKSTATE_APPEAR);
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}
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//===========================================
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//===========================================
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//===========================================
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TBonusFalling::TBonusFalling(vec2 pos)
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: BonusType(rand() % 3)
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, Pos(pos)
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, Lifetime(0.f)
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{
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if (BonusType == 0)
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{
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TexName = CONST_BONUS_MULTIPLIER_TEXTURE;
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}
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if (BonusType == 1)
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{
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TexName = CONST_BONUS_GOTHROUGH_TEXTURE;
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}
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if (BonusType == 2)
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{
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TexName = CONST_BONUS_FLOOR_TEXTURE;
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}
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}
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vec2 TBonusFalling::GetPos()
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{
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return Pos;
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}
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int TBonusFalling::GetType()
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{
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return BonusType;
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}
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void TBonusFalling::Draw()
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{
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vec2 BonusHalfSize = vec2(16.f, 16.f);
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float transparency = min(Lifetime/CONST_BONUS_APPEAR_TIME , 1.f);
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RenderUniform4fv("BrickColor", vec4(1.0f, 1.0f, 1.0f, 1.0f).v);
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RenderUniform1f("Transparency", transparency);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[TexName]);
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Renderer->DrawRect(Pos - BonusHalfSize, Pos + BonusHalfSize);
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}
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void TBonusFalling::Update(cardinal dt)
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{
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Lifetime += dt;
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Pos.v[1] -= dt * CONST_BONUS_FALL_SPEED / 1000.f;
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}
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//===========================================
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//===========================================
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//===========================================
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TBall::TBall(vec2 pos, vec2 velocity, vec4 color)
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: Pos(pos)
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, Velocity(velocity)
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, Color(color)
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{
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//must be 5
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TalePos.push_back(Pos);
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TalePos.push_back(Pos);
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TalePos.push_back(Pos);
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TalePos.push_back(Pos);
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TalePos.push_back(Pos);
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}
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vec2 TBall::GetPos()
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{
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return Pos;
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}
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vec2 TBall::GetVelocityVector()
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{
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return Velocity;
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}
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void TBall::Go()
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{
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Velocity = Normalize(vec2(2.f, 1.f));
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}
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void TBall::ReflectToLeft()
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{
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if (Velocity.v[0] > 0.f)
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{
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Velocity.v[0] = - Velocity.v[0];
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}
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}
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void TBall::ReflectToRight()
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{
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if (Velocity.v[0] < 0.f)
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{
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Velocity.v[0] = - Velocity.v[0];
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}
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}
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void TBall::ReflectToUp()
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{
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if (Velocity.v[1] < 0.f)
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{
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Velocity.v[1] = - Velocity.v[1];
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}
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}
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void TBall::ReflectToDown()
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{
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if (Velocity.v[1] > 0.f)
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{
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Velocity.v[1] = - Velocity.v[1];
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}
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}
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//function for reflector surface.
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float ReflectorPlaneFunction(float shift)
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{
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/* _______
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/ \
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Something like this
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*/
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if (shift>=-70.f && shift < -40.f)
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{
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float t = (shift+70.f)/30.f; //0 to 1
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return 9.f + 21.f * t;
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}
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if (shift>=-40.f && shift < 40.f)
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{
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return 30.f;
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}
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if (shift >= 40.f && shift <= 70.f)
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{
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float t = (70.f - shift)/30.f; //1 to 0
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return 9.f + 21.f * t;
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}
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return 0.f;
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}
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void TBall::TryReflectOnReflector(vec2 refPos)
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{
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const float reflectionShiftY = 13.f;
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const float reflectionMaxHeight = 30.f;
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if ((Pos.v[1] < reflectionMaxHeight + reflectionShiftY) && Pos.v[1] > 0.0f && Velocity.v[1] < 0)
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{
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float dy = ReflectorPlaneFunction(Pos.v[0] - refPos.v[0]);
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if (dy > 0 && (dy + reflectionShiftY > Pos.v[1]))
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{
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float shift = (Pos.v[0] - refPos.v[0]) / 128.f;
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shift = min(shift, 0.5f);
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shift = max(shift, -0.5f);
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vec2 n = Normalize(vec2(shift, 1.0f));
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Velocity = Velocity - n * 2.f * (Velocity.v[0]*n.v[0] + Velocity.v[1]*n.v[1]);
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if ((Velocity.v[1] <= 0) || (fabs(Velocity.v[0]/Velocity.v[1]) > 4.f))
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{
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Velocity.v[0] = 4.f*sign(Velocity.v[0]);
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Velocity.v[1] = 1.f;
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Velocity = Normalize(Velocity);
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}
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}
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}
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}
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void TBall::Update(cardinal dt)
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{
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Pos += Velocity * (CONST_BALL_VELOCITY * dt / 1000.f);
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TalePos.push_back(Pos);
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if (TalePos.size() > 4)
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{
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TalePos.erase(TalePos.begin());
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}
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}
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//===========================================
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//===========================================
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//===========================================
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TGameLevel::TGameLevel()
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{
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BkgTexture = "bkg";
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RenderBufferReady = false;
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PrevLevelStateIsStandby = false;
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OutScale = 1.f;
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OutScaleVelocity = 0.f;
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StateTimer = 0.f;
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LevelState = CONST_LEVELSTATE_NODRAW;
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BallColor = vec4(0.2f, 0.8f, 1.0f, 1.0f);
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BonusFloorPosY = 0.f;
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}
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TGameLevel::~TGameLevel()
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{
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}
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void TGameLevel::ReloadBlockInstansingList()
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{
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std::map<int, std::string> ConstTextureBlockMap = boost::assign::map_list_of (0,CONST_BLOCK_TEXTURE1) (1,CONST_BLOCK_TEXTURE2) (2,CONST_BLOCK_TEXTURE3);
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std::pair<vec4, std::string> tempPair;
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BlockInstansingList.ColorBlockList.clear();
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for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
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{
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for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
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{
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if (BlockMatrix[i][j].CanReact())
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{
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tempPair.first = BlockMatrix[i][j].GetColor();
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tempPair.second = ConstTextureBlockMap[BlockMatrix[i][j].GetLocked()];
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std::list<std::pair<PairColorTexture, TTriangleList>>::iterator itr = BlockInstansingList.ColorBlockList.end();
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for (auto b = BlockInstansingList.ColorBlockList.begin(); b != BlockInstansingList.ColorBlockList.end(); ++b)
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{
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if (b->first == tempPair)
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{
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itr = b;
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}
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}
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if (itr == BlockInstansingList.ColorBlockList.end())
|
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{
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BlockInstansingList.ColorBlockList.push_back(std::pair<PairColorTexture, TTriangleList>(tempPair, TTriangleList()));
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itr = BlockInstansingList.ColorBlockList.end();
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itr--;
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}
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vec2 posFrom = BlockMatrix[i][j].GetPosFrom(i,j) + vec2(-0.5f*CONST_BRICK_WIDTH, -0.5f*CONST_BRICK_HEIGHT);
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vec2 posTo = BlockMatrix[i][j].GetPosFrom(i,j) + vec2(+0.5f*CONST_BRICK_WIDTH, +0.5f*CONST_BRICK_HEIGHT);
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itr->second.Data += MakeDataTriangleList(posFrom, posTo);
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}
|
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}
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}
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for (auto it = BlockInstansingList.ColorBlockList.begin(); it != BlockInstansingList.ColorBlockList.end(); ++it)
|
||
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{
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it->second.RefreshBuffer();
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}
|
||
|
|
||
|
}
|
||
|
|
||
|
vec2 TGameLevel::GetBlock(const vec2& pos)
|
||
|
{
|
||
|
|
||
|
int x = static_cast<int>((pos.v[0] - CONST_BRICK_SHIFT_X) / CONST_BRICK_WIDTH);
|
||
|
int y = static_cast<int>((320.0f + CONST_BRICK_SHIFT_Y - pos.v[1]) / CONST_BRICK_HEIGHT);
|
||
|
|
||
|
if (x < 0)
|
||
|
x = 0;
|
||
|
|
||
|
if (x > CONST_BRICKMATRIX_WIDTH-1)
|
||
|
x = CONST_BRICKMATRIX_WIDTH-1;
|
||
|
|
||
|
if (y < 0)
|
||
|
y = 0;
|
||
|
|
||
|
if (y > CONST_BRICKMATRIX_HEIGHT-1)
|
||
|
y = CONST_BRICKMATRIX_HEIGHT-1;
|
||
|
|
||
|
return vec2(x, y);
|
||
|
}
|
||
|
|
||
|
bool TGameLevel::TapInBackBtnArea(const vec2& pos)
|
||
|
{
|
||
|
return (pos.v[1] > 320.f - 64.f) && (pos.v[0]>=240.f-75.f) && (pos.v[0]<=240.f+75.f);
|
||
|
}
|
||
|
|
||
|
void TGameLevel::SetFinishFreeze()
|
||
|
{
|
||
|
StateTimer = CONST_FINISH_FREEZE_TIME;
|
||
|
|
||
|
LevelState = CONST_LEVELSTATE_FINISH_FREEZE;
|
||
|
|
||
|
}
|
||
|
|
||
|
void TGameLevel::SetFinished()
|
||
|
{
|
||
|
StateTimer = CONST_FINISHING_TIME;
|
||
|
|
||
|
LevelState = CONST_LEVELSTATE_FINISHED;
|
||
|
|
||
|
OutScale = 1.f;
|
||
|
}
|
||
|
|
||
|
vec4 TGameLevel::ParseColor(const std::string& s)
|
||
|
{
|
||
|
vec4 r;
|
||
|
std::string ss(s);
|
||
|
|
||
|
int i = ss.find(", ");
|
||
|
int c = toint(ss.substr(0, i));
|
||
|
ss.erase(0, i+2);
|
||
|
r.v[0] = c / 255.f;
|
||
|
|
||
|
i = ss.find(", ");
|
||
|
c = toint(ss.substr(0, i));
|
||
|
ss.erase(0, i+2);
|
||
|
r.v[1] = c / 255.f;
|
||
|
|
||
|
i = ss.find(", ");
|
||
|
c = toint(ss.substr(0, i));
|
||
|
ss.erase(0, i+2);
|
||
|
r.v[2] = c / 255.f;
|
||
|
|
||
|
c = toint(ss);
|
||
|
r.v[3] = c / 255.f;
|
||
|
|
||
|
return r;
|
||
|
}
|
||
|
|
||
|
void TGameLevel::ReloadLevel()
|
||
|
{
|
||
|
cardinal byteCount;
|
||
|
boost::shared_array<char> file = CreateMemFromFile<char>(LevelFileName, byteCount);
|
||
|
std::string fileString(&file[0]);
|
||
|
char c;
|
||
|
//int n = 0;
|
||
|
|
||
|
|
||
|
std::vector<std::string> rows;
|
||
|
int rowLen;
|
||
|
while (fileString.size() > 0)
|
||
|
{
|
||
|
rowLen = fileString.find(fendl);
|
||
|
rows.push_back(fileString.substr(0, rowLen));
|
||
|
fileString.erase(0, rowLen+2);
|
||
|
}
|
||
|
|
||
|
std::vector<std::string>::iterator rowIterator = rows.begin();
|
||
|
BallColor = ParseColor(*rowIterator);
|
||
|
++rowIterator;
|
||
|
|
||
|
std::vector<vec4> colors;
|
||
|
|
||
|
vec4 tc;
|
||
|
|
||
|
while (*rowIterator != "Colormap")
|
||
|
{
|
||
|
tc = ParseColor(*rowIterator);
|
||
|
colors.push_back(tc);
|
||
|
++rowIterator;
|
||
|
}
|
||
|
|
||
|
std::vector<std::string>::iterator rowColorIterator;
|
||
|
std::vector<std::string>::iterator rowLockIterator;
|
||
|
|
||
|
rowColorIterator = rowIterator + 1;
|
||
|
|
||
|
rowLockIterator = rowColorIterator + 14;
|
||
|
|
||
|
|
||
|
|
||
|
for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
|
||
|
{
|
||
|
for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
|
||
|
{
|
||
|
c = (*rowLockIterator)[i];
|
||
|
if (c == 0x30)
|
||
|
{
|
||
|
BlockMatrix[i][j].SetInvisible();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
BlockMatrix[i][j].Appear(colors[(*rowColorIterator)[i] - 0x30], (c-0x30)-1);
|
||
|
}
|
||
|
}
|
||
|
rowLockIterator++;
|
||
|
rowColorIterator++;
|
||
|
}
|
||
|
|
||
|
ReloadBlockInstansingList();
|
||
|
|
||
|
}
|
||
|
|
||
|
void TGameLevel::FillWithFile(const std::string& filename)
|
||
|
{
|
||
|
LevelFileName = filename;
|
||
|
ReloadLevel();
|
||
|
}
|
||
|
|
||
|
void TGameLevel::SetStandBy()
|
||
|
{
|
||
|
ReloadLevel();
|
||
|
InitLevel();
|
||
|
LevelState = CONST_LEVELSTATE_STANDBY;
|
||
|
}
|
||
|
|
||
|
void TGameLevel::SetLoading(const std::string& bkg, const std::string& levelscreen)
|
||
|
{
|
||
|
BkgTexture = bkg;
|
||
|
LevelScreenTexture = levelscreen;
|
||
|
InitLevel();
|
||
|
StateTimer = CONST_TIMER_LOADING;
|
||
|
LevelState = CONST_LEVELSTATE_LOADING;
|
||
|
}
|
||
|
|
||
|
void TGameLevel::InitLevel()
|
||
|
{
|
||
|
ReflectorPos = vec2(240, 16 + 13);
|
||
|
vec2 ballPos = vec2(240, 80);
|
||
|
|
||
|
BallList.clear();
|
||
|
BallList.push_back(TBall(ballPos, vec2(0, 0), BallColor));
|
||
|
|
||
|
BallList.begin()->BallInBlock = GetBlock(ballPos);
|
||
|
BallList.begin()->PrevBallInBlock = BallList.begin()->BallInBlock;
|
||
|
|
||
|
BonusGothroughTimer = 0.f;
|
||
|
BonusFloorTimer = 0.f;
|
||
|
|
||
|
BonusFallingList.clear();
|
||
|
|
||
|
RenderBufferReady = false;
|
||
|
|
||
|
ReloadBallInstancingList();
|
||
|
|
||
|
BonusFloorPosY = 0.f;
|
||
|
|
||
|
}
|
||
|
|
||
|
bool TGameLevel::IsLoaded()
|
||
|
{
|
||
|
return (LevelState == CONST_LEVELSTATE_STANDBY);
|
||
|
}
|
||
|
|
||
|
void TGameLevel::Draw()
|
||
|
{
|
||
|
|
||
|
if (LevelState == CONST_LEVELSTATE_NODRAW)
|
||
|
{
|
||
|
CheckGlError();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (LevelState == CONST_LEVELSTATE_LOADING)
|
||
|
{
|
||
|
Renderer->PushMatrix();
|
||
|
float scale = 1.f - 0.5f*StateTimer/CONST_TIMER_LOADING;
|
||
|
if (scale < 0.5f)
|
||
|
scale = 0.5f;
|
||
|
|
||
|
if (scale > 1.f)
|
||
|
scale = 1.f;
|
||
|
|
||
|
Renderer->TranslateMatrix(vec3(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
|
||
|
Renderer->ScaleMatrix(scale);
|
||
|
Renderer->TranslateMatrix(-vec3(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
|
||
|
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[LevelScreenTexture]);
|
||
|
Renderer->DrawRect(vec2(0, 0), vec2(480.f, 320.f));
|
||
|
Renderer->PopMatrix();
|
||
|
CheckGlError();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool mustShowButtons = ((LevelState == CONST_LEVELSTATE_PAUSE) || (LevelState == CONST_LEVELSTATE_GO_TO_PAUSE));
|
||
|
|
||
|
bool pause = (mustShowButtons || (LevelState == CONST_LEVELSTATE_FINISHED));
|
||
|
|
||
|
|
||
|
bool renderBufferReady = RenderBufferReady;
|
||
|
|
||
|
if (pause && renderBufferReady)
|
||
|
{
|
||
|
|
||
|
//See also below (same method)
|
||
|
Renderer->PushMatrix();
|
||
|
Renderer->TranslateMatrix(vec3(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
|
||
|
Renderer->ScaleMatrix(OutScale);
|
||
|
Renderer->TranslateMatrix(-vec3(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
|
||
|
DrawBuffer();
|
||
|
|
||
|
if (mustShowButtons)
|
||
|
{
|
||
|
DrawPauseButtons();
|
||
|
}
|
||
|
Renderer->PopMatrix();
|
||
|
CheckGlError();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (pause && !renderBufferReady)
|
||
|
{
|
||
|
|
||
|
Renderer->SwitchToFrameBuffer("LevelBuffer");
|
||
|
Renderer->SetProjectionMatrix(480.f, 320.f);
|
||
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||
|
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||
|
CheckGlError();
|
||
|
}
|
||
|
|
||
|
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]);
|
||
|
Renderer->DrawRect(vec2(0, 0), vec2(480.f, 320.f));
|
||
|
|
||
|
std::list<TBall>::iterator iBall;
|
||
|
|
||
|
Renderer->PushShader("BrickShader");
|
||
|
|
||
|
|
||
|
for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
|
||
|
{
|
||
|
for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
|
||
|
{
|
||
|
BlockMatrix[i][j].TryDrawAppear(i,j); //Draws only appearing/disappearing blocks
|
||
|
}
|
||
|
}
|
||
|
|
||
|
RenderUniform1f("Transparency", 1.f);
|
||
|
|
||
|
std::list<std::pair<PairColorTexture, TTriangleList>>::iterator colorBlockIterator;
|
||
|
for (colorBlockIterator = BlockInstansingList.ColorBlockList.begin(); colorBlockIterator != BlockInstansingList.ColorBlockList.end(); ++colorBlockIterator)
|
||
|
{
|
||
|
RenderUniform4fv("BrickColor", colorBlockIterator->first.first.v);
|
||
|
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[colorBlockIterator->first.second]);
|
||
|
|
||
|
Renderer->DrawTriangleList(colorBlockIterator->second);
|
||
|
}
|
||
|
|
||
|
std::list<TBonusFalling>::iterator iBonus;
|
||
|
|
||
|
for (iBonus = BonusFallingList.begin(); iBonus != BonusFallingList.end(); ++iBonus)
|
||
|
{
|
||
|
iBonus->Draw();
|
||
|
}
|
||
|
|
||
|
DrawBallInstancingList();
|
||
|
|
||
|
Renderer->PopShader();
|
||
|
|
||
|
|
||
|
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_REFLECTOR_TEXTURE]);
|
||
|
Renderer->DrawRect(vec2(-128.f, -16.f)+ReflectorPos, vec2(128.f, 16.f)+ReflectorPos);
|
||
|
|
||
|
|
||
|
const vec2 wallUpPos1(240.f-256.f, 320.f-64.f);
|
||
|
const vec2 wallUpPos2(240.f+256.f, 320.f);
|
||
|
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_UP_TEXTURE]);
|
||
|
Renderer->DrawRect(wallUpPos1, wallUpPos2);
|
||
|
|
||
|
const vec2 wallLeftPos1(0.f, 320.f - 512.f);
|
||
|
const vec2 wallLeftPos2(32.f, 320.f);
|
||
|
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]);
|
||
|
Renderer->DrawRect(wallLeftPos1, wallLeftPos2);
|
||
|
|
||
|
const vec2 wallRightPos1(480.f-32.f, 320.f - 512.f);
|
||
|
const vec2 wallRightPos2(480.f, 320.f);
|
||
|
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]);
|
||
|
Renderer->DrawRect(wallRightPos1, wallRightPos2);
|
||
|
|
||
|
|
||
|
if (BonusFloorTimer>0.f)
|
||
|
{
|
||
|
|
||
|
const vec2 wallDownPos(240.f, BonusFloorPosY);
|
||
|
|
||
|
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_BONUS_TEXTURE]);
|
||
|
|
||
|
Renderer->DrawRect(vec2(-256.f, -16.f)+wallDownPos, vec2(256.f, 16.f)+wallDownPos);
|
||
|
}
|
||
|
|
||
|
|
||
|
if (!pause)
|
||
|
{
|
||
|
RenderUniform1f("Transparency", 1.f);
|
||
|
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BACK_BTN_TEXTURE]);
|
||
|
const vec2 BackBtnPos(240.f, 320.f - 32.f - 20.f);
|
||
|
Renderer->DrawRect(vec2(-128.f, -32.f)+BackBtnPos, vec2(128.f, 32.f)+BackBtnPos);
|
||
|
}
|
||
|
|
||
|
if (pause && !renderBufferReady)
|
||
|
{
|
||
|
|
||
|
//ololo
|
||
|
//See also above (same method)
|
||
|
Renderer->SwitchToScreen();
|
||
|
Renderer->SetFullScreenViewport();
|
||
|
|
||
|
Renderer->PushMatrix();
|
||
|
//Renderer->LoadIdentity();
|
||
|
Renderer->TranslateMatrix(vec3(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
|
||
|
Renderer->ScaleMatrix(OutScale);
|
||
|
Renderer->TranslateMatrix(-vec3(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
|
||
|
DrawBuffer();
|
||
|
if (mustShowButtons)
|
||
|
{
|
||
|
DrawPauseButtons();
|
||
|
}
|
||
|
Renderer->PopMatrix();
|
||
|
RenderBufferReady = true;
|
||
|
CheckGlError();
|
||
|
}
|
||
|
CheckGlError();
|
||
|
}
|
||
|
|
||
|
void TGameLevel::DrawPauseButtons()
|
||
|
{
|
||
|
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_SLIDE_UP_BTN_TEXTURE]);
|
||
|
Renderer->DrawRect(vec2(-128.f, -64.f)+CONST_SLIDE_UP_POS, vec2(128.f, 64.f)+CONST_SLIDE_UP_POS);
|
||
|
|
||
|
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_TAP_TO_CONTINUE_BTN_TEXTURE]);
|
||
|
Renderer->DrawRect(vec2(-128.f, -128.f)+CONST_TAP_TO_CONTINUE_POS, vec2(128.f, 128.f)+CONST_TAP_TO_CONTINUE_POS);
|
||
|
|
||
|
}
|
||
|
|
||
|
void TGameLevel::DrawBallInstancingList()
|
||
|
{
|
||
|
RenderUniform1f("Transparency", 1.f);
|
||
|
RenderUniform4fv("BrickColor", BallColor.v);
|
||
|
|
||
|
if (BonusGothroughTimer > 0.f)
|
||
|
{
|
||
|
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BALLGLOW_TEXTURE]);
|
||
|
|
||
|
Renderer->DrawTriangleList(BallInstancingList.BallAndGlowList[1]);
|
||
|
}
|
||
|
|
||
|
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BALL_TEXTURE]);
|
||
|
|
||
|
Renderer->DrawTriangleList(BallInstancingList.BallAndGlowList[0]);
|
||
|
|
||
|
}
|
||
|
|
||
|
void TGameLevel::DrawBuffer()
|
||
|
{
|
||
|
|
||
|
Renderer->PushShader("FrameShader");
|
||
|
float brightness;
|
||
|
if (CONST_LEVELSTATE_GO_TO_PAUSE)
|
||
|
{
|
||
|
brightness = 0.3f + 0.7f * StateTimer / CONST_PAUSE_APPEAR_TIME;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
brightness = 0.3f;
|
||
|
}
|
||
|
|
||
|
RenderUniform1f("Brightness", brightness);
|
||
|
glBindTexture(GL_TEXTURE_2D,ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
|
||
|
|
||
|
//Matrix switched to identity
|
||
|
//vec2 RectPos = vec2(-1, -1);
|
||
|
//vec2 RectSize = vec2(2, 2);
|
||
|
vec2 RectPos = vec2(240.f, 160.f);
|
||
|
vec2 RectSize = vec2(240.f, 160.f);
|
||
|
|
||
|
Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize);
|
||
|
|
||
|
Renderer->PopShader();
|
||
|
|
||
|
CheckGlError();
|
||
|
}
|
||
|
|
||
|
void TGameLevel::SetPause()
|
||
|
{
|
||
|
OutScaleVelocity = 0.f;
|
||
|
OutScale = 1.f;
|
||
|
RenderBufferReady = false;
|
||
|
LevelState = CONST_LEVELSTATE_GO_TO_PAUSE;
|
||
|
StateTimer = CONST_PAUSE_APPEAR_TIME;
|
||
|
Application->MarkSetGameLevelPause();
|
||
|
}
|
||
|
|
||
|
void TGameLevel::ReleasePause()
|
||
|
{
|
||
|
RenderBufferReady = false;
|
||
|
|
||
|
if (PrevLevelStateIsStandby)
|
||
|
{
|
||
|
LevelState = CONST_LEVELSTATE_STANDBY;
|
||
|
PrevLevelStateIsStandby = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
LevelState = CONST_LEVELSTATE_PLAYING;
|
||
|
}
|
||
|
Application->MarkReleaseGameLevelPause();
|
||
|
}
|
||
|
|
||
|
bool TGameLevel::IsPaused()
|
||
|
{
|
||
|
return ((LevelState == CONST_LEVELSTATE_PAUSE) || (LevelState == CONST_LEVELSTATE_GO_TO_PAUSE) || (LevelState == CONST_LEVELSTATE_FINISHED));
|
||
|
}
|
||
|
|
||
|
void TGameLevel::Update(cardinal dt)
|
||
|
{
|
||
|
|
||
|
if (LevelState == CONST_LEVELSTATE_NODRAW)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (LevelState == CONST_LEVELSTATE_GO_TO_PAUSE)
|
||
|
{
|
||
|
StateTimer -= dt;
|
||
|
if (StateTimer <= 0.f)
|
||
|
{
|
||
|
StateTimer = 0.f;
|
||
|
LevelState = CONST_LEVELSTATE_PAUSE;
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (LevelState == CONST_LEVELSTATE_PAUSE)
|
||
|
{
|
||
|
OutScale += OutScaleVelocity * dt;
|
||
|
TryGoToMenu();
|
||
|
CheckGlError();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (LevelState == CONST_LEVELSTATE_FINISHED)
|
||
|
{
|
||
|
StateTimer -= dt;
|
||
|
|
||
|
OutScale = StateTimer/CONST_FINISHING_TIME;
|
||
|
|
||
|
if (StateTimer <= 0.f)
|
||
|
{
|
||
|
TryGoToMenu();
|
||
|
}
|
||
|
CheckGlError();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
if (LevelState == CONST_LEVELSTATE_LOADING)
|
||
|
{
|
||
|
StateTimer -= dt;
|
||
|
if (StateTimer <= 0.f)
|
||
|
{
|
||
|
StateTimer = 0.f;
|
||
|
RenderBufferReady = false;
|
||
|
LevelState = CONST_LEVELSTATE_STANDBY;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (LevelState == CONST_LEVELSTATE_FINISH_FREEZE)
|
||
|
{
|
||
|
StateTimer -= dt;
|
||
|
|
||
|
if (StateTimer <= 0.f)
|
||
|
{
|
||
|
SetFinished();
|
||
|
CheckGlError();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//To make the whole scene like freeze
|
||
|
dt = static_cast<cardinal>(dt / max((CONST_FINISH_FREEZE_TIME-StateTimer)/100.f, 1.f));
|
||
|
|
||
|
}
|
||
|
|
||
|
if (BonusGothroughTimer > 0.f)
|
||
|
{
|
||
|
BonusGothroughTimer -= dt;
|
||
|
BonusGothroughTimer = max(BonusGothroughTimer, 0.f);
|
||
|
}
|
||
|
|
||
|
if (BonusFloorTimer > 0.f)
|
||
|
{
|
||
|
BonusFloorTimer -= dt;
|
||
|
BonusFloorTimer = max(BonusFloorTimer, 0.f);
|
||
|
}
|
||
|
|
||
|
UpdateBallList(dt);
|
||
|
|
||
|
|
||
|
for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
|
||
|
{
|
||
|
for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
|
||
|
{
|
||
|
BlockMatrix[i][j].Update(dt);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
std::list<TBonusFalling>::iterator iBonus = BonusFallingList.begin();
|
||
|
|
||
|
while (iBonus != BonusFallingList.end())
|
||
|
{
|
||
|
iBonus->Update(dt);
|
||
|
|
||
|
if ((fabs(ReflectorPos.v[0] - iBonus->GetPos().v[0])<CONST_BONUS_CATCH_DISTANCE_X) &&
|
||
|
(fabs(ReflectorPos.v[1] - iBonus->GetPos().v[1])<CONST_BONUS_CATCH_DISTANCE_Y))
|
||
|
{
|
||
|
int bonusType = iBonus->GetType();
|
||
|
iBonus = BonusFallingList.erase(iBonus);
|
||
|
|
||
|
|
||
|
if (bonusType == CONST_BONUS_TYPE_GOTHROUGH)
|
||
|
{
|
||
|
BonusGothroughTimer = CONST_BONUS_GOTHROUGH_TIME;
|
||
|
}
|
||
|
else if (bonusType == CONST_BONUS_TYPE_MULTIPLIER)
|
||
|
{
|
||
|
vec2 pos = BallList.begin()->GetPos();
|
||
|
vec2 velocity = BallList.begin()->GetVelocityVector();
|
||
|
MultiplyBalls(pos, velocity);
|
||
|
}
|
||
|
else if (bonusType == CONST_BONUS_TYPE_FLOOR)
|
||
|
{
|
||
|
BonusFloorTimer = CONST_BONUS_FLOOR_TIME;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
else if (iBonus->GetPos().v[1] < -15.f)
|
||
|
{
|
||
|
iBonus = BonusFallingList.erase(iBonus);
|
||
|
}
|
||
|
|
||
|
if (iBonus != BonusFallingList.end())
|
||
|
{
|
||
|
++iBonus;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Bonus floor pos
|
||
|
if (BonusFloorTimer/CONST_BONUS_GOTHROUGH_TIME < 0.2f)
|
||
|
{
|
||
|
//Bonus must go down until 0.f
|
||
|
if (BonusFloorPosY > 0.f)
|
||
|
{
|
||
|
BonusFloorPosY -= CONST_BONUS_FLOOR_APPEAR_SPEED * dt / 1000.f;
|
||
|
BonusFloorPosY = max(BonusFloorPosY, 0.f);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//Bonus must go up until 16.f
|
||
|
if (BonusFloorPosY < 16.f)
|
||
|
{
|
||
|
BonusFloorPosY += CONST_BONUS_FLOOR_APPEAR_SPEED * dt / 1000.f;
|
||
|
BonusFloorPosY = min(BonusFloorPosY, 16.f);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
bool noMoreBlocks = true;
|
||
|
|
||
|
for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
|
||
|
{
|
||
|
for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
|
||
|
{
|
||
|
if (BlockMatrix[i][j].CanReact())
|
||
|
{
|
||
|
noMoreBlocks = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if (noMoreBlocks && LevelState != CONST_LEVELSTATE_FINISH_FREEZE)
|
||
|
{
|
||
|
Application->OpenNextLevel();
|
||
|
Application->MarkSetGameLevelPause();
|
||
|
SetFinishFreeze();
|
||
|
CheckGlError();
|
||
|
|
||
|
}
|
||
|
|
||
|
if (BallList.size() == 0 && LevelState != CONST_LEVELSTATE_FINISH_FREEZE)
|
||
|
{
|
||
|
SetStandBy();
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void TGameLevel::ReloadBallInstancingList()
|
||
|
{
|
||
|
//Changing this function? Don't forget to change next one!
|
||
|
|
||
|
BallInstancingList.BallAndGlowList.clear();
|
||
|
|
||
|
std::list<TBall>::iterator i;
|
||
|
/*
|
||
|
vec3 p1;
|
||
|
vec3 p2;
|
||
|
vec3 p3;
|
||
|
vec3 p4;
|
||
|
|
||
|
vec2 t1 = vec2(0.0f, 0.0f);
|
||
|
vec2 t2 = vec2(0.0f, 1.0f);
|
||
|
vec2 t3 = vec2(1.0f, 1.0f);
|
||
|
vec2 t4 = vec2(1.0f, 0.0f);
|
||
|
*/
|
||
|
|
||
|
|
||
|
for (i = BallList.begin(); i != BallList.end(); ++i)
|
||
|
{
|
||
|
/*
|
||
|
p1 = vec3(i->Pos, 0.f) + vec3(-8.f, -8.f, 0.f);
|
||
|
p2 = vec3(i->Pos, 0.f) + vec3(-8.f, +8.f, 0.f);
|
||
|
p3 = vec3(i->Pos, 0.f) + vec3(+8.f, +8.f, 0.f);
|
||
|
p4 = vec3(i->Pos, 0.f) + vec3(+8.f, -8.f, 0.f);
|
||
|
|
||
|
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
|
||
|
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p2);
|
||
|
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
|
||
|
|
||
|
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
|
||
|
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p4);
|
||
|
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
|
||
|
|
||
|
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t1);
|
||
|
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t2);
|
||
|
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t3);
|
||
|
|
||
|
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t3);
|
||
|
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t4);
|
||
|
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t1);
|
||
|
*/
|
||
|
|
||
|
BallInstancingList.BallAndGlowList[0].Data += MakeDataTriangleList(i->Pos + vec2(-8.f, -8.f), i->Pos + vec2(8.f, 8.f));
|
||
|
|
||
|
//Replace6PointsInTriangleList(BallInstancingList.BallAndGlowList[0].Data, n, i->Pos + vec2(-8.f, -8.f), i->Pos + vec2(8.f, 8.f));
|
||
|
|
||
|
//n += 6;
|
||
|
}
|
||
|
|
||
|
std::list<vec2>::iterator j;
|
||
|
|
||
|
for (i = BallList.begin(); i != BallList.end(); ++i)
|
||
|
{
|
||
|
for (j = i->TalePos.begin(); j != i->TalePos.end(); ++j)
|
||
|
{
|
||
|
/*
|
||
|
p1 = vec3(*j, 0.f) + vec3(-16.f, -16.f, 0.f);
|
||
|
p2 = vec3(*j, 0.f) + vec3(-16.f, +16.f, 0.f);
|
||
|
p3 = vec3(*j, 0.f) + vec3(+16.f, +16.f, 0.f);
|
||
|
p4 = vec3(*j, 0.f) + vec3(+16.f, -16.f, 0.f);
|
||
|
|
||
|
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
|
||
|
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p2);
|
||
|
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
|
||
|
|
||
|
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
|
||
|
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p4);
|
||
|
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
|
||
|
|
||
|
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t1);
|
||
|
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t2);
|
||
|
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t3);
|
||
|
|
||
|
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t3);
|
||
|
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t4);
|
||
|
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(t1);
|
||
|
*/
|
||
|
BallInstancingList.BallAndGlowList[1].Data += MakeDataTriangleList(*j + vec2(-16.f, -16.f), *j + vec2(16.f, 16.f));
|
||
|
//Replace6PointsInTriangleList(BallInstancingList.BallAndGlowList[1].Data, n, *j + vec2(-16.f, -16.f), *j + vec2(16.f, 16.f));
|
||
|
|
||
|
//n += 6;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//std::map<int, TTriangleList>::iterator it;
|
||
|
|
||
|
auto it = BallInstancingList.BallAndGlowList.begin();
|
||
|
|
||
|
for (; it != BallInstancingList.BallAndGlowList.end(); ++it)
|
||
|
//for (auto it = BallInstancingList.BallAndGlowList.begin(); it != BallInstancingList.BallAndGlowList.end(); ++it)
|
||
|
|
||
|
{
|
||
|
it->second.RefreshBuffer();
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
void TGameLevel::RefreshBallInstancingList()
|
||
|
{
|
||
|
//Changing this function? Don't forget to change previous one!
|
||
|
/*
|
||
|
vec3 p1;
|
||
|
vec3 p2;
|
||
|
vec3 p3;
|
||
|
vec3 p4;
|
||
|
|
||
|
vec2 t1 = vec2(0.0f, 0.0f);
|
||
|
vec2 t2 = vec2(0.0f, 1.0f);
|
||
|
vec2 t3 = vec2(1.0f, 1.0f);
|
||
|
vec2 t4 = vec2(1.0f, 0.0f);
|
||
|
*/
|
||
|
int n = 0;
|
||
|
int m = 0;
|
||
|
|
||
|
std::list<TBall>::iterator i;
|
||
|
|
||
|
for (i = BallList.begin(); i != BallList.end(); ++i)
|
||
|
{
|
||
|
/*
|
||
|
p1 = vec3(i->Pos, 0.f) + vec3(-8.f, -8.f, 0.f);
|
||
|
p2 = vec3(i->Pos, 0.f) + vec3(-8.f, +8.f, 0.f);
|
||
|
p3 = vec3(i->Pos, 0.f) + vec3(+8.f, +8.f, 0.f);
|
||
|
p4 = vec3(i->Pos, 0.f) + vec3(+8.f, -8.f, 0.f);
|
||
|
|
||
|
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p1;
|
||
|
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p2;
|
||
|
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p3;
|
||
|
|
||
|
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p3;
|
||
|
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p4;
|
||
|
BallInstancingList.BallAndGlowList[0].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p1;
|
||
|
|
||
|
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t1;
|
||
|
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t2;
|
||
|
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t3;
|
||
|
|
||
|
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t3;
|
||
|
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t4;
|
||
|
BallInstancingList.BallAndGlowList[0].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t1;
|
||
|
*/
|
||
|
|
||
|
Replace6PointsInTriangleList(BallInstancingList.BallAndGlowList[0].Data, n, i->Pos + vec2(-8.f, -8.f), i->Pos + vec2(8.f, 8.f));
|
||
|
|
||
|
n += 6;
|
||
|
}
|
||
|
|
||
|
std::list<vec2>::iterator j;
|
||
|
|
||
|
n = 0;
|
||
|
m = 0;
|
||
|
|
||
|
for (i = BallList.begin(); i != BallList.end(); ++i)
|
||
|
{
|
||
|
for (j = i->TalePos.begin(); j != i->TalePos.end(); ++j)
|
||
|
{
|
||
|
/*
|
||
|
p1 = vec3(*j, 0.f) + vec3(-16.f, -16.f, 0.f);
|
||
|
p2 = vec3(*j, 0.f) + vec3(-16.f, +16.f, 0.f);
|
||
|
p3 = vec3(*j, 0.f) + vec3(+16.f, +16.f, 0.f);
|
||
|
p4 = vec3(*j, 0.f) + vec3(+16.f, -16.f, 0.f);
|
||
|
|
||
|
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p1;
|
||
|
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p2;
|
||
|
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p3;
|
||
|
|
||
|
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p3;
|
||
|
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p4;
|
||
|
BallInstancingList.BallAndGlowList[1].Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][n++] = p1;
|
||
|
|
||
|
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t1;
|
||
|
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t2;
|
||
|
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t3;
|
||
|
|
||
|
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t3;
|
||
|
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t4;
|
||
|
BallInstancingList.BallAndGlowList[1].Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB][m++] = t1;*/
|
||
|
//BallInstancingList.BallAndGlowList[1].Data += MakeDataTriangleList();
|
||
|
|
||
|
Replace6PointsInTriangleList(BallInstancingList.BallAndGlowList[1].Data, n, *j + vec2(-16.f, -16.f), *j + vec2(16.f, 16.f));
|
||
|
|
||
|
n += 6;
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
std::map<int, TTriangleList>::iterator it;
|
||
|
|
||
|
for (it = BallInstancingList.BallAndGlowList.begin(); it != BallInstancingList.BallAndGlowList.end(); ++it)
|
||
|
{
|
||
|
it->second.RefreshBuffer();
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
void TGameLevel::UpdateBallList(cardinal dt)
|
||
|
{
|
||
|
std::list<TBall>::iterator iBall;
|
||
|
|
||
|
bool mustReloadBalls = false;
|
||
|
|
||
|
//If not loaded - force load
|
||
|
if (BallInstancingList.BallAndGlowList.size() == 0)
|
||
|
{
|
||
|
mustReloadBalls = true;
|
||
|
}
|
||
|
|
||
|
if (BonusFloorTimer == 0.f)
|
||
|
{
|
||
|
vec2 ballPos;
|
||
|
|
||
|
iBall = BallList.begin();
|
||
|
|
||
|
while (iBall != BallList.end())
|
||
|
{
|
||
|
ballPos = iBall->GetPos();
|
||
|
|
||
|
if (ballPos.v[1]<0.f)
|
||
|
{
|
||
|
iBall = BallList.erase(iBall);
|
||
|
mustReloadBalls = true;
|
||
|
}
|
||
|
|
||
|
if (iBall != BallList.end())
|
||
|
{
|
||
|
++iBall;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
bool blockListChanged = false;
|
||
|
|
||
|
for (iBall = BallList.begin(); iBall != BallList.end(); ++iBall)
|
||
|
{
|
||
|
|
||
|
|
||
|
iBall->Update(dt);
|
||
|
|
||
|
vec2 ballPos = iBall->GetPos();
|
||
|
|
||
|
|
||
|
if (ballPos.v[0] > 480.f-15.f)
|
||
|
{
|
||
|
iBall->ReflectToLeft();
|
||
|
}
|
||
|
|
||
|
if (ballPos.v[0] < 15.f)
|
||
|
{
|
||
|
iBall->ReflectToRight();
|
||
|
}
|
||
|
|
||
|
if (ballPos.v[1] > 320.0f-16.f)
|
||
|
{
|
||
|
iBall->ReflectToDown();
|
||
|
}
|
||
|
|
||
|
if (BonusFloorTimer > 0.f)
|
||
|
{
|
||
|
if (ballPos.v[1] < 13.0f)
|
||
|
{
|
||
|
iBall->ReflectToUp();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
iBall->TryReflectOnReflector(ReflectorPos);
|
||
|
|
||
|
vec2 ipos = GetBlock(ballPos);
|
||
|
if (!(ipos == iBall->BallInBlock))
|
||
|
{
|
||
|
iBall->PrevBallInBlock = iBall->BallInBlock;
|
||
|
iBall->BallInBlock = ipos;
|
||
|
|
||
|
int i = static_cast<int>(iBall->BallInBlock.v[0]);
|
||
|
int j = static_cast<int>(iBall->BallInBlock.v[1]);
|
||
|
|
||
|
int iprev = static_cast<int>(iBall->PrevBallInBlock.v[0]);
|
||
|
int jprev = static_cast<int>(iBall->PrevBallInBlock.v[1]);
|
||
|
|
||
|
|
||
|
if (BlockMatrix[i][j].CanReact())
|
||
|
{
|
||
|
bool canThrowBonus;
|
||
|
|
||
|
blockListChanged = true;
|
||
|
|
||
|
if (BonusGothroughTimer > 0.f)
|
||
|
{
|
||
|
BlockMatrix[i][j].Disappear();
|
||
|
canThrowBonus = true;
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
canThrowBonus = (BlockMatrix[i][j].GetLocked() == 0);
|
||
|
|
||
|
BlockMatrix[i][j].Hit();
|
||
|
|
||
|
}
|
||
|
|
||
|
vec2 blockPos = BlockMatrix[i][j].GetPosFrom(i, j);
|
||
|
|
||
|
|
||
|
if (canThrowBonus && rand() % 20 == 0)
|
||
|
{
|
||
|
BonusFallingList.push_back(TBonusFalling(blockPos));
|
||
|
}
|
||
|
|
||
|
|
||
|
if (BonusGothroughTimer == 0.f)
|
||
|
{
|
||
|
if (j < jprev)
|
||
|
{
|
||
|
iBall->ReflectToDown();
|
||
|
}
|
||
|
else
|
||
|
if (j > jprev)
|
||
|
{
|
||
|
iBall->ReflectToUp();
|
||
|
}
|
||
|
else
|
||
|
if (i < iprev)
|
||
|
{
|
||
|
iBall->ReflectToRight();
|
||
|
}
|
||
|
else
|
||
|
if (i > iprev)
|
||
|
{
|
||
|
iBall->ReflectToLeft();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
if (blockListChanged)
|
||
|
{
|
||
|
ReloadBlockInstansingList();
|
||
|
}
|
||
|
|
||
|
if (mustReloadBalls)
|
||
|
{
|
||
|
ReloadBallInstancingList();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
RefreshBallInstancingList();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void TGameLevel::MultiplyBalls(vec2 pos, vec2 velocity)
|
||
|
{
|
||
|
mat2 r;
|
||
|
vec2 v;
|
||
|
|
||
|
for (int i = -2; i<=2; i++)
|
||
|
{
|
||
|
r = mat2(i*pi/4.f);
|
||
|
v = r*velocity;
|
||
|
|
||
|
v.v[1] = max(static_cast<float>(fabs(v.v[1])), 0.2f) * sign(v.v[1]); //Prevent velocityY from being ~= 0
|
||
|
|
||
|
BallList.push_back(TBall(pos, v, BallColor));
|
||
|
}
|
||
|
|
||
|
ReloadBallInstancingList();
|
||
|
}
|
||
|
|
||
|
|
||
|
void TGameLevel::OnTapDown(vec2 pos)
|
||
|
{
|
||
|
if (LevelState == CONST_LEVELSTATE_STANDBY)
|
||
|
{
|
||
|
if (TapInBackBtnArea(pos))
|
||
|
{
|
||
|
SetPause();
|
||
|
PrevLevelStateIsStandby = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
LevelState = CONST_LEVELSTATE_PLAYING;
|
||
|
BallList.begin()->Go();
|
||
|
}
|
||
|
}
|
||
|
else if (LevelState == CONST_LEVELSTATE_PLAYING)
|
||
|
{
|
||
|
|
||
|
|
||
|
if (TapInBackBtnArea(pos))
|
||
|
{
|
||
|
SetPause();
|
||
|
}
|
||
|
else if (fabs(ReflectorPos.v[0] - pos.v[0])>64.f)
|
||
|
{
|
||
|
ReflectorPos.v[0] = pos.v[0];
|
||
|
}
|
||
|
|
||
|
}
|
||
|
else if (LevelState == CONST_LEVELSTATE_PAUSE)
|
||
|
{
|
||
|
if (pos.v[1] > 128.f)
|
||
|
{
|
||
|
ReleasePause();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void TGameLevel::OnTapUp(vec2 pos)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void TGameLevel::OnFling(vec2 slideSpeed)
|
||
|
{
|
||
|
if (LevelState == CONST_LEVELSTATE_PAUSE)
|
||
|
{
|
||
|
OutScaleVelocity = slideSpeed.v[1]/320.f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void TGameLevel::OnScroll(vec2 shift)
|
||
|
{
|
||
|
const float CONST_SCROLL_SCALE = 1.1f;
|
||
|
if (LevelState == CONST_LEVELSTATE_PLAYING || LevelState == CONST_LEVELSTATE_STANDBY)
|
||
|
{
|
||
|
ReflectorPos.v[0] -= CONST_SCROLL_SCALE*shift.v[0];
|
||
|
}
|
||
|
else if (LevelState == CONST_LEVELSTATE_PAUSE)
|
||
|
{
|
||
|
|
||
|
|
||
|
OutScale += shift.v[1]/320.f;
|
||
|
|
||
|
TryGoToMenu();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void TGameLevel::TryGoToMenu()
|
||
|
{
|
||
|
if (OutScale < 0.5f)
|
||
|
{
|
||
|
OutScale = 0.5f;
|
||
|
LevelState = CONST_LEVELSTATE_NODRAW;
|
||
|
Application->GoFromGameToMenu();
|
||
|
}
|
||
|
if (OutScale > 1.f)
|
||
|
{
|
||
|
OutScale = 1.f;
|
||
|
}
|
||
|
}
|